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<?xml-stylesheet type="text/xsl" href="https://community.arm.com/utility/feedstylesheets/rss.xsl" media="screen"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/" xmlns:wfw="http://wellformedweb.org/CommentAPI/"><channel><title>Shadow maps and framebuffer compression</title><link>https://community.arm.com/developer/tools-software/graphics/f/discussions/47553/shadow-maps-and-framebuffer-compression</link><description> Are Mali GPUs able to compress the depth buffer (shadow maps) ? Is there any requirements that need to be met in order to take advantage of this? </description><dc:language>en-US</dc:language><generator>Telligent Community 10</generator><item><title>RE: Shadow maps and framebuffer compression</title><link>https://community.arm.com/thread/167275?ContentTypeID=1</link><pubDate>Thu, 03 Sep 2020 08:25:32 GMT</pubDate><guid isPermaLink="false">dd9e70c8-6d3c-4c71-b136-2456382a7b5c:e67f0f52-70b8-4c72-ab56-873e32201040</guid><dc:creator>Peter Harris</dc:creator><description>&lt;p&gt;Yes - any Mali released in the last&amp;nbsp;6 or so years will compress shadow maps. No restrictions other than avoiding accessing them via imageLoad()/imageStore() paths, as those do not support framebuffer compression.&lt;/p&gt;
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&lt;p&gt;HTH,&amp;nbsp;&lt;br /&gt;Pete&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;</description></item></channel></rss>